Robo2010 opened this issue on Jan 18, 2006 ยท 19 posts
bagginsbill posted Wed, 18 January 2006 at 4:54 PM
No exporting involved. The one-sided square is UV mapped from 0 to 1, corner to corner. The trick is to scale the image_map down so that the image is tiny and gets tiled automatically. See my U_Scale is .05? That means twenty copies in the X direction. My V_Scale is .025 - that means 40 copies in the Y direction. I did that because I scaled the square to be twice as long as it was wide. You don't have to do that - keeping it square works just fine. My technique of multiplying the scale with the turbelence creates areas where the texture gets squished in random ways. This gives the desired results without a lot of tweaking. I originally tried the offsets instead of scales, like Diolma, but that required a lot more tweaking of the scale on the turbulence. I didn't try fBM or other randomizers, but they should work too. The important part of what I did was to reduce the randomizing influence in the area close to the camera by using the V_Texture coordinate to control how much randomizing is done as the distance increases.
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)